I agree, when it comes to real space combat terms, battleships dont even need to worry about fighters. Increse the damage and speed of BS weapons. Also give cap ships like point defence turrets and r computur controled and shoot down missles and fighters
If a fighter sits still long enough I can drop it with 2 shots, admittedly I've only done it to NPC guardians and I'm using a pair of BS class battle-razors.
The cerebrus turrets don't get used much, if at all, mostly cos they use a lot more energy then any other turret (barring the infernos and B-razors).
Perhaps a slight decrease of about 5,000 to 10,000 on their energy usage?
In response to the removal of anti-capship (specifically Nova class) weapons, where does that leave Bomber class ships? The energy weapon alternatives don't stack up too well... take the Mini-Razor for example. 200m/s projectile speed? You practically have to be sitting on a Battleship's hull for that to connect, plus smaller ships of the line will have no problem strafing away from it. Against a slim design capship such as the Outcast Destroyer, scoring hits will be very difficult indeed versus any half decent pilot.
And about faction systems... the more I think about it the more I feel they wouldn't "fit" into Discovery as currently described, since Discovery has been meticulously crafted to fit in with the original Freelancer. To then tack on custom faction systems is pretty unrealistic in the story sense, maybe just having these new systems thoroughly in keeping with their respective house themes would be enough though. I can't deny I like the idea of the super-heavy defences for each faction's inner sanctum with the mkIII NPC's carrying a worthy reward for their destruction, like "elite pilots/captains" :0)
Korrd,Aug 28 2006, 11:46 AM Wrote:The current problem with BS weps is speed.
As the range was increased, you can now fire at a target further away. But they are still ineffective at that distance because of the time they take to reach the target. They [the big bs weps] move so slow that you can dodge them easily now, As i stated in the previous quote.
BS weapons need even more range. My Spyglass has to face the target to be effective, but because the rear turrets are soooooo far away, I'm ramming them before I can shoot my battle razors and infernos with any accuracy. No red cross until them. I think they need about a 3-6k range. Battleships should be hammering each other from across battlefields of fighters, cruisers, AND gunboats.
Quote:BS speed should be increased, but power usage should not be touched. They use a lot of power now. If we increase the power usage with the speed, they will be as un-effective as they were in the MF turrets era.
So with BS weps we increase range and speed so the projectile is fast enough to hit a moving target at max_range.
Only the anti-battleship weapons. Anti-fighter should miss at the distance in my opinion.
Other than the above, I agree with Korrd's statement.
Badger,Aug 29 2006, 06:48 PM Wrote:And about faction systems... the more I think about it the more I feel they wouldn't "fit" into Discovery as currently described, since Discovery has been meticulously crafted to fit in with the original Freelancer. To then tack on custom faction systems is pretty unrealistic in the story sense, maybe just having these new systems thoroughly in keeping with their respective house themes would be enough though. I can't deny I like the idea of the super-heavy defences for each faction's inner sanctum with the mkIII NPC's carrying a worthy reward for their destruction, like "elite pilots/captains" :0)
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I will have to agree with you here. It makes a lot of sense. Of course, for border world people, similar things could happen using the faction they have.
Yes. 4k range should be fine. Viewing distance should be increased too to, say, 7k?
Well, can viewing distance be added to the mod's activation screen? Some players have old video cards, so increasing it will make their video cards to drop to crappy frame rates.
To make AF weps to miss as a distance, speed is te key. Make them fast enough to hit a fighter effectively at 1-1.5k. But not too fast, so a fighter at 3k is harder to hit, not because accuracy is bad, but because the pilot can have time to evade it.
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
Korrd,Aug 29 2006, 09:23 PM Wrote:Yes. 4k range should be fine. Viewing distance should be increased too to, say, 7k?
Well, can viewing distance be added to the mod's activation screen? Some players have old video cards, so increasing it will make their video cards to drop to crappy frame rates.
To make AF weps to miss as a distance, speed is te key. Make them fast enough to hit a fighter effectively at 1-1.5k. But not too fast, so a fighter at 3k is harder to hit, not because accuracy is bad, but because the pilot can have time to evade it.
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Ok my idea on anti fighter turrets and BS turrets range wise is the following:
Anti Fighter Turrets
Max range 1.5k
Projectile speed 1400m/s
Exremely fast tracking speeds
This means the AF Weapon is extremely accurate, but useless beyond 1.5k because it doesn't travel that far.
Anti Cap Ship Weapons
Max Range 5k+ (Preferably 6-7k IMO)
Projectile Speed 2,000-3,000MS
High Yield Anti Cap Ship Weapons (Infernos & Razors) Projectile Speeds about 500-1000 points lower. (Liberty forward cannon should get a speed of 5,000/ms
Very Slow Tracking Speeds (So they can track cap ships, but by the time the turret aims at a fighter to fire, the fighter has moved)
What this would do is make the cap ship turrets extremely effective at long & even deadlier at short range versus capital ships.
Anti Fighter Turrets would be equally deadly to fighter craft but completely lack the range of anti cap ship weapons for long range combat. This would give 100% specialised ships the ability to take down one type of craft exceedingly well, or for a lone pilot to equip themselves about equally in both areas to defend themselves moderately versus both targets.
Also for my ideas on cap ship damage view my post in the server room, I'm going to get a link and edit on to this thread.
Link as promised: Proposal for cap ship weapon improvements
Can't make the fighter weapons a lower range. Having them activated would cause your red cross not to appear unless your target is on top of you (ONCE AGAIN!)
NO! All battleship weapons need a lot of range on their weapons. Speed is what the X factor should be.
Virus,Aug 30 2006, 01:18 AM Wrote:Can't make the fighter weapons a lower range. Having them activated would cause your red cross not to appear unless your target is on top of you (ONCE AGAIN!)
NO! All battleship weapons need a lot of range on their weapons. Speed is what the X factor should be.
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That is a very good point Virus.. Only problem though is figuring out how to make the cap ship turrets fast enough to hit their target at long range but not be effective versus fighters...
Maybe use my idea of modifying the tracking speed of the turrets? That's granted you can, I assume they can have that modified because it seems to me like different turrets track at different rates.
But very good catch on that Virus I didn't even think about that.
I personally think that all the weapons should be missile, flak (AF), and energy weapons (2.00 refire) enough damage to cripple a fighter in one or two hits, enough speed to hit a large target at 4k, but little enough to miss a fighter unless its at 1.5 or less.
BUT, it doesn't look like people are going to go with that idea.... >:/
You know I think I actually agree with that idea, with some modification (Unless this is what you meant)
Only missiles/Flak & Battlerazor behaving weapons on cap ships would be nice, personally flak that actually looked like flak (crapload of shards of metal flying at your target going boom!) would be nice, would be excellent for anti fighter actions.
Now heres how we make BS & AF weapons have good range & speed but be different versus fighters!!!!
Anti Cap Ship Missile:
Turning Speed - Low
Damage - Insane
Refire - Moderate
Anti Fighter Missile:
Turning Speed - High
Damage - Moderate (as opposed to high, not insane)
Refire - Fast/Moderate (Between the two)
What do you think?
lol I like you virus, you bring alot of ideas to mind.